Slow soft body physics causes the animation player to stop
In your case (base along pipeline) the rigid body system is better suited to do the simulation, since it isn't imperative for the ball to deform.

Nevertheless creating a simpler collision geometry is helpful.


Remove the current softbody and collision settings.
Duplicate the track object. This track_duplicate will be used to create a collision object with less resolution. Remove the wireframe modifier of the track_duplicate and decimate it with a decimate modifier. (I first used the planar option, applied it the used it with the collapse option and applied it again.)
Make the track_duplicate a passive rigid body object and set its shape to mesh.
Make the ball an active rigid body.
Hide the track_duplicate object (it will still be used for collisions) and show the original highres mesh.




You only need softbody object if they're supposed to deform.